* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
/**
#include "main/context.h"
#include "main/hash.h"
#include "main/mtypes.h"
+#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
#include "program/program.h"
_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
- assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER ||
- type == GL_GEOMETRY_SHADER_ARB);
+ assert(_mesa_validate_shader_target(ctx, type));
shader = rzalloc(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
+ shader->Stage = _mesa_shader_enum_to_shader_stage(type);
shader->Name = name;
_mesa_init_shader(ctx, shader);
}
_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
{
free((void *)sh->Source);
+ free(sh->Label);
_mesa_reference_program(ctx, &sh->Program, NULL);
ralloc_free(sh);
}
shProg->UniformStorage = NULL;
}
+ if (shProg->UniformRemapTable) {
+ ralloc_free(shProg->UniformRemapTable);
+ shProg->NumUniformRemapTable = 0;
+ shProg->UniformRemapTable = NULL;
+ }
+
if (shProg->UniformHash) {
string_to_uint_map_dtor(shProg->UniformHash);
shProg->UniformHash = NULL;
struct gl_shader_program *shProg)
{
GLuint i;
- gl_shader_type sh;
+ gl_shader_stage sh;
assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
shProg->TransformFeedback.NumVarying = 0;
- for (sh = 0; sh < MESA_SHADER_TYPES; sh++) {
+ for (sh = 0; sh < MESA_SHADER_STAGES; sh++) {
if (shProg->_LinkedShaders[sh] != NULL) {
ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[sh]);
shProg->_LinkedShaders[sh] = NULL;
}
}
+
+ free(shProg->Label);
+ shProg->Label = NULL;
}